qzdoom/src/g_doom/a_doomimp.cpp

171 lines
5.4 KiB
C++
Raw Normal View History

#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
static FRandom pr_troopattack ("TroopAttack");
void A_TroopAttack (AActor *);
class ADoomImp : public AActor
{
DECLARE_ACTOR (ADoomImp, AActor)
public:
const char *GetObituary () { return GStrings("OB_IMP"); }
const char *GetHitObituary () { return GStrings("OB_IMPHIT"); }
};
FState ADoomImp::States[] =
{
#define S_TROO_STND 0
S_NORMAL (TROO, 'A', 10, A_Look , &States[S_TROO_STND+1]),
S_NORMAL (TROO, 'B', 10, A_Look , &States[S_TROO_STND]),
#define S_TROO_RUN (S_TROO_STND+2)
S_NORMAL (TROO, 'A', 3, A_Chase , &States[S_TROO_RUN+1]),
S_NORMAL (TROO, 'A', 3, A_Chase , &States[S_TROO_RUN+2]),
S_NORMAL (TROO, 'B', 3, A_Chase , &States[S_TROO_RUN+3]),
S_NORMAL (TROO, 'B', 3, A_Chase , &States[S_TROO_RUN+4]),
S_NORMAL (TROO, 'C', 3, A_Chase , &States[S_TROO_RUN+5]),
S_NORMAL (TROO, 'C', 3, A_Chase , &States[S_TROO_RUN+6]),
S_NORMAL (TROO, 'D', 3, A_Chase , &States[S_TROO_RUN+7]),
S_NORMAL (TROO, 'D', 3, A_Chase , &States[S_TROO_RUN+0]),
#define S_TROO_ATK (S_TROO_RUN+8)
S_NORMAL (TROO, 'E', 8, A_FaceTarget , &States[S_TROO_ATK+1]),
S_NORMAL (TROO, 'F', 8, A_FaceTarget , &States[S_TROO_ATK+2]),
S_NORMAL (TROO, 'G', 6, A_TroopAttack , &States[S_TROO_RUN+0]),
#define S_TROO_PAIN (S_TROO_ATK+3)
S_NORMAL (TROO, 'H', 2, NULL , &States[S_TROO_PAIN+1]),
S_NORMAL (TROO, 'H', 2, A_Pain , &States[S_TROO_RUN+0]),
#define S_TROO_DIE (S_TROO_PAIN+2)
S_NORMAL (TROO, 'I', 8, NULL , &States[S_TROO_DIE+1]),
S_NORMAL (TROO, 'J', 8, A_Scream , &States[S_TROO_DIE+2]),
S_NORMAL (TROO, 'K', 6, NULL , &States[S_TROO_DIE+3]),
S_NORMAL (TROO, 'L', 6, A_NoBlocking , &States[S_TROO_DIE+4]),
S_NORMAL (TROO, 'M', -1, NULL , NULL),
#define S_TROO_XDIE (S_TROO_DIE+5)
S_NORMAL (TROO, 'N', 5, NULL , &States[S_TROO_XDIE+1]),
S_NORMAL (TROO, 'O', 5, A_XScream , &States[S_TROO_XDIE+2]),
S_NORMAL (TROO, 'P', 5, NULL , &States[S_TROO_XDIE+3]),
S_NORMAL (TROO, 'Q', 5, A_NoBlocking , &States[S_TROO_XDIE+4]),
S_NORMAL (TROO, 'R', 5, NULL , &States[S_TROO_XDIE+5]),
S_NORMAL (TROO, 'S', 5, NULL , &States[S_TROO_XDIE+6]),
S_NORMAL (TROO, 'T', 5, NULL , &States[S_TROO_XDIE+7]),
S_NORMAL (TROO, 'U', -1, NULL , NULL),
#define S_TROO_RAISE (S_TROO_XDIE+8)
S_NORMAL (TROO, 'M', 8, NULL , &States[S_TROO_RAISE+1]),
S_NORMAL (TROO, 'L', 8, NULL , &States[S_TROO_RAISE+2]),
S_NORMAL (TROO, 'K', 6, NULL , &States[S_TROO_RAISE+3]),
S_NORMAL (TROO, 'J', 6, NULL , &States[S_TROO_RAISE+4]),
S_NORMAL (TROO, 'I', 6, NULL , &States[S_TROO_RUN+0])
};
IMPLEMENT_ACTOR (ADoomImp, Doom, 3001, 5)
PROP_SpawnHealth (60)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (100)
PROP_SpeedFixed (8)
PROP_PainChance (200)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_SpawnState (S_TROO_STND)
PROP_SeeState (S_TROO_RUN)
PROP_PainState (S_TROO_PAIN)
PROP_MeleeState (S_TROO_ATK)
PROP_MissileState (S_TROO_ATK)
PROP_DeathState (S_TROO_DIE)
PROP_XDeathState (S_TROO_XDIE)
PROP_RaiseState (S_TROO_RAISE)
PROP_SeeSound ("imp/sight")
PROP_PainSound ("imp/pain")
PROP_DeathSound ("imp/death")
PROP_ActiveSound ("imp/active")
END_DEFAULTS
class AStealthDoomImp : public ADoomImp
{
DECLARE_STATELESS_ACTOR (AStealthDoomImp, ADoomImp)
public:
const char *GetObituary () { return GStrings("OB_STEALTHIMP"); }
const char *GetHitObituary () { return GStrings("OB_STEALTHIMP"); }
};
IMPLEMENT_STATELESS_ACTOR (AStealthDoomImp, Doom, 9057, 122)
PROP_FlagsSet (MF_STEALTH)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (0)
END_DEFAULTS
class ADoomImpBall : public AActor
{
DECLARE_ACTOR (ADoomImpBall, AActor)
};
FState ADoomImpBall::States[] =
{
#define S_TBALL 0
S_BRIGHT (BAL1, 'A', 4, NULL , &States[S_TBALL+1]),
S_BRIGHT (BAL1, 'B', 4, NULL , &States[S_TBALL+0]),
#define S_TBALLX (S_TBALL+2)
S_BRIGHT (BAL1, 'C', 6, NULL , &States[S_TBALLX+1]),
S_BRIGHT (BAL1, 'D', 6, NULL , &States[S_TBALLX+2]),
S_BRIGHT (BAL1, 'E', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (ADoomImpBall, Doom, -1, 10)
PROP_RadiusFixed (6)
PROP_HeightFixed (8)
PROP_SpeedFixed (10)
PROP_Damage (3)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_TBALL)
PROP_DeathState (S_TBALLX)
PROP_SeeSound ("imp/attack")
PROP_DeathSound ("imp/shotx")
END_DEFAULTS
AT_SPEED_SET (ADoomImpBall, speed)
{
SimpleSpeedSetter (ADoomImpBall, 10*FRACUNIT, 20*FRACUNIT, speed);
}
//
// A_TroopAttack
//
void A_TroopAttack (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = (pr_troopattack()%8+1)*3;
S_Sound (self, CHAN_WEAPON, "imp/melee", 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
return;
}
// launch a missile
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ADoomImpBall));
}